Set Up

1.Before playing for the first time, punch out all 100 tokens,
all 14 playing pieces, and both Bludgers.†
Separate the 6 Golden Hoops from the plastic runner.

Place
the game board on the table, with the stadium side face up.

Lifting
the ends of the game board slightly, push the base of each Golden Hoop
into one of the holes so that the Hoops stand up.† There will be 3 Hoops at each end of
the board

Mix
up the tokens and place them face down on the game board at random

Each
player chooses a team and places all 7 players into playing piece
stands.† Place both Bludgers into
playing piece stands.

Place
the 2 Harry Potter logo stickers onto the 2 circular areas on the front on
the launcher.† Place the remaining
sticker onto the rectangular area near the front of the underside of the
launcher.

If 2
players are playing, each player controls an entire team of 7
players.† If 14 players are
playing, players split into 2 teams of 7; each player controls 1 playing
piece.† For numbers of players
between 2 and 14, players split into teams.† Each team determines which player will control which playing
piece.†

Players
place their playing pieces on the spaces at the outer edge of the field,
between the two outer Golden Hoops, on their side of the board.

The Players

There are four types of players in Quidditch: Chasers,
Beaters, Seekers, and Keepers

Chasers:
Each team has three Chasers, who try to catch the Quaffle and score
by†††† shooting it through their
opponentís Golden Hoops.

Seeker:
Each team has one Seeker, who tries to find the Golden Snitch.

Beaters:
Each team has two Beaters, who try to hit the other teamís players with a
Bludger and prevent Bludgers from hitting their teammates.

Keeper:
Each team has one Keeper who tries to prevent the other teamís Chasers
from scoring.† Keepers may only
move on spaces with a K on them.†††

Starting the Game

The
youngest player goes first by rolling one die.

Each
player on the youngest playerís team, at his/her option, moves his/her
playing piece up to the number of spaces shown on the die.† On each turn, each team may move any or
all of its playing pieces.

Turning Over Tokens

If
one or more Chasers end its move on a space with a token, one of those
Chasers may flip over that token.†
Only one Chaser may flip over a token on a turn.

If a
Seeker ends its move on a space with a token, the Seeker may flip over a
token (even if a Chaser flips over a token on the same turn).†

The
instructions below apply only to the playing piece that flips over the
token.† All other playing pieces
move normally.

Speed:
On the next turn, a player on this token rolls both dice, adds them
together, and moves up to this number of spaces.

Quaffle:
If a Chaser flips over a Quaffle token, that Chaser sticks one of the
Quaffle stickers onto that Chaserís playing piece.† Remove this token from the board.† If another chaser already has a
Quaffle sticker, the player does not stick another Quaffle Ė only one
Quaffle may be in play at a time.†
The Quaffle token remains on the board, face up.† If a seeker flips over a Quaffle
token, it remains face up on the board.

Golden
Snitch: If a Seeker flips over the Golden Snitch, the game is over.† If a Chaser flips over the Golden
Snitch, it remains on the board, face up.

Slow
Potion: On the next turn, a player on this token may not move.

Penalty:
Remove the playing piece on this token from the board.† After waiting one turn, this playing
piece re-enters play on one of the spaces marked K at its teamís end of
the field.

No
Effect: This token has no effect on the player.

After tokens have been used, they
are removed from the board and placed out of play.† Speed, Slow Potion, Penalty, and No Effect tokens are removed
immediately.† Quaffle tokens are removed
as soon as a player places the Quaffle Sticker onto a Chaser.

Shooting the Quaffle

Instead
of moving, a Chaser with the Quaffle Sticker may shoot the Quaffle.† This Chaser removes the Quaffle Sticker
from his playing piece, and places the red plastic Quaffle into the launcher.

The
Chaser places the launcher just off the side of the board closest to the
Chaser, with the front of the launcher aligned with the space that the
Chaser occupies.

The
Chaser pulls back the launcherís arm and tries to shoot the Quaffle
through one of the Golden Hoops at the opponentís end of the board.†

The
Chaser may not shoot at the Hoop closest to the opponentís Keeper.

Other
players on the shooting Chaserís team may move on the same turn on which
the Chaser shoots

The Bludger

The
first two times that a 1 is rolled the player(s) who rolled the 1 place a
Bludger on the board.

Players
place Bludgers on any space next to one of their Beaters.

Once
a player places a Bludger, that playerís Beater may move that Bludger on
every turn until one of the opponentís Beaters ends its move on a space
next to that Bludger.

To
move, the Beater rolls the die at the same time that the opponent rolls
for his/her turn.

After
the opponent has moved all of his/her playing pieces, the Beater moves the
Bludger up to the number of spaces shown on the die.

When
a Bludger passes through or lands on a space with a playing piece (from
either team) on it, that playing piece is removed from the game for 2
turns.† This playing piece then
re-enters the game on one of the spaces marked K on its teamís end of the
field.

Bludgers
may affect more than one player per turn.

When
one of the opponentís Beaters ends its move on a space next to a Bludger,
that Beater takes control of the Bludgerís movement, following the above
rules.

Scoring

When
a Chaser shoots the Quaffle through one of the opponentís Golden Hoops,
that Chaser scores 10 points for his/her team.† If the Quaffle goes through the Golden Hoop closest to the
opponentís Keeper, no points are scored.

When
a Seeker ends his/her turn on the Golden Snitch token, that Seeker scores
150 points for his/her team.† The
game is over.